How to Play
Your complete guide to mastering the arena. From your first draw to your final strike, everything you need to become a champion.
Outlast TCG is a strategic card game where two players command champions from one of four alien factions. Build a deck, summon creatures, cast spells, and outlast your opponent in the ultimate gladiator arena.
Objective & Win Conditions
In Outlast TCG, you are a commander leading a champion and their forces into the arena. Your goal is to reduce your opponent's life total from 20 to 0.
You win the game when any of these conditions are met:
- Elimination — Your opponent's life total reaches 0 or below
- Deck Out — Your opponent must draw a card but their deck is empty
- Card Effect — A card ability specifically states "you win the game"
The game can also end in a draw if both players would lose simultaneously.
Card Types
Every card in Outlast falls into one of four types. Understanding how each type works is fundamental to mastering the game.
Champions
Your deck's leader. Each deck has exactly one Champion that starts the game in play. Champions have powerful passive and activated abilities that define your strategy. They cannot be destroyed by normal damage — only specific "exile" effects can remove them temporarily.
Creatures
Your main fighting force. Creatures have Attack (ATK) and Defense (DEF) stats. They enter play exhausted (can't attack the turn they're played). Use them to attack your opponent or block incoming attacks. When they take damage equal to or exceeding their DEF, they're destroyed.
Spells
One-time effects that resolve immediately. Spells can deal damage, draw cards, heal, buff creatures, or create powerful game-changing effects. After a spell resolves, it goes to your discard pile. Some spells can be played during your opponent's turn as "instants."
Artifacts
Permanent cards that stay on the battlefield and provide ongoing effects. Artifacts can boost your creatures, generate resources, draw extra cards, or create powerful static abilities. They remain until destroyed by a card effect.
Game Zones
The game board is divided into several zones. Each zone has specific rules about which cards can be there and what they can do.
- Champion Zone — Where your Champion sits for the entire game. It's always visible to both players and your Champion's abilities are always active from here.
- Battlefield — Where your creatures, artifacts, and any other permanents are placed. Cards on the battlefield are "in play" and can use their abilities.
- Hand — Cards you've drawn but haven't played yet. Your hand is hidden from your opponent. You can hold up to 7 cards at end of turn.
- Deck (Draw Pile) — Your shuffled deck of cards face-down. You draw from the top of your deck each turn.
- Discard Pile (Graveyard) — Where destroyed creatures, used spells, and discarded cards go. This is public information — both players can look through it at any time.
- Exile — Cards removed from the game entirely. Exiled cards cannot be retrieved by normal means.
Game Setup
Before the first turn, both players follow these steps:
- Place your Champion — Put your Champion card face-up in the Champion Zone.
- Shuffle your deck — Shuffle your 40-card deck and place it face-down.
- Set life totals — Both players start at 20 life (30 in Arena/multiplayer).
- Draw opening hand — Each player draws 5 cards.
- Mulligan (optional) — If you don't like your hand, you may shuffle it back and draw one fewer card. You can mulligan once (drawing 4 cards).
- Determine first player — Flip a coin or roll a die. The first player skips their Draw Phase on turn 1.
Turn Structure
Each turn consists of five phases, resolved in order. You must complete each phase before moving to the next.
Draw Phase
Draw one card from the top of your deck. The first player skips this on their very first turn. If your deck is empty and you must draw, you lose the game.
Resource Phase
Gain energy equal to the current turn number (capped at 10). On turn 1 you get 1 energy, turn 2 you get 2, and so on up to 10. All your exhausted creatures also ready during this phase.
Main Phase
This is where most of the action happens. Play creatures, artifacts, and spells from your hand by paying their energy cost. Activate abilities on your Champion, creatures, or artifacts. You can play as many cards as you have energy for.
Combat Phase
Declare which of your ready creatures will attack. Your opponent then chooses which of their ready creatures will block each attacker. Resolve damage simultaneously. See the Combat section for full details.
End Phase
Trigger any "at end of turn" effects. If you have more than 7 cards in hand, discard down to 7. All unused energy is lost. Damage on creatures that survived combat is removed.
Energy System
Energy is the resource used to play cards and activate abilities. Unlike other TCGs, there are no resource cards — your energy grows automatically each turn.
- Turn 1 — 1 energy available
- Turn 2 — 2 energy available
- Turn 5 — 5 energy available
- Turn 10+ — 10 energy available (maximum)
Every card has an energy cost shown in its top corner. To play a card, you must have enough unspent energy. Spent energy is gone for the turn — unused energy does not carry over. This system ensures every game has a smooth power curve with no "mana screw."
Some card abilities can generate bonus energy or reduce costs, allowing for explosive combo turns.
Combat
Combat is where games are won and lost. Here's exactly how it works:
Step 1 — Declare Attackers: Choose any number of your ready (non-exhausted) creatures to attack. Attacking exhausts them. You can attack your opponent directly — you don't target specific creatures.
Step 2 — Declare Blockers: Your opponent chooses which of their ready creatures will block. Each blocker is assigned to one attacker. Multiple blockers can gang up on a single attacker.
Step 3 — Resolve Damage: All combat damage is dealt simultaneously:
- Blocked creatures deal their ATK to the blocker, and the blocker deals its ATK back. If damage meets or exceeds DEF, that creature is destroyed.
- Unblocked creatures deal their ATK directly to the opponent's life total.
- Multiple blockers — The attacker's controller chooses how to distribute damage among blockers.
Step 4 — Cleanup: Destroyed creatures go to the discard pile. Damage on surviving creatures is removed at end of turn.
Combat Example
You attack with a 5/3 creature. Your opponent blocks with a 2/4 creature. Your attacker deals 5 damage to the blocker (5 ≥ 4 DEF = destroyed). The blocker deals 2 damage back to your attacker (2 < 3 DEF = survives). Your attacker lives, their blocker is destroyed.
Deck Building
Building the right deck is half the battle. Here are the rules and guidelines:
Deck Requirements
Your Champion determines your faction. You can only include cards from your Champion's faction plus neutral (factionless) cards. This creates distinct deck identities while still allowing creative builds.
Building tips:
- Include a mix of low, mid, and high-cost cards to have plays at every stage of the game
- Aim for 20-24 creatures, 10-14 spells, and 4-8 artifacts as a starting point
- Include removal spells to handle your opponent's threats
- Build around your Champion's ability — it's free every turn
- Test and adjust — swap cards that underperform for better options
Keywords & Abilities
Many cards have keyword abilities — shorthand for common effects. Here are the keywords in Outlast TCG:
- Rush — This creature can attack the turn it enters play (ignores the normal exhaustion rule).
- Shield — The first time this creature would be destroyed, prevent it and remove Shield instead.
- Stealth — This creature cannot be blocked until it has dealt damage to a player.
- Reach — This creature can block creatures with Stealth.
- Lifesteal — Damage dealt by this creature also heals your life total by the same amount.
- Overpower — When this creature destroys a blocker, excess damage carries through to the opponent's life total.
- Deathtouch — Any amount of damage this creature deals to another creature destroys it.
- Taunt — Enemy creatures must attack this creature if able.
- Summon — This ability triggers when the creature enters the battlefield.
- Last Stand — This ability triggers when the creature is destroyed.
Quick Reference
Game At a Glance
Turn Order Cheat Sheet
Ready to see what you'll be playing with?